/***************************************************************************
 *   Copyright (c) 2006 Werner Mayer <wmayer[at]users.sourceforge.net>     *
 *                                                                         *
 *   This file is part of the FreeCAD CAx development system.              *
 *                                                                         *
 *   This library is free software; you can redistribute it and/or         *
 *   modify it under the terms of the GNU Library General Public           *
 *   License as published by the Free Software Foundation; either          *
 *   version 2 of the License, or (at your option) any later version.      *
 *                                                                         *
 *   This library  is distributed in the hope that it will be useful,      *
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
 *   GNU Library General Public License for more details.                  *
 *                                                                         *
 *   You should have received a copy of the GNU Library General Public     *
 *   License along with this library; see the file COPYING.LIB. If not,    *
 *   write to the Free Software Foundation, Inc., 59 Temple Place,         *
 *   Suite 330, Boston, MA  02111-1307, USA                                *
 *                                                                         *
 ***************************************************************************/


#include "PreCompiled.h"
#include <array>

#include <boost/algorithm/string/predicate.hpp>
#include "Base/Exception.h"

#include "Rotation.h"
#include "Matrix.h"
#include "Precision.h"


using namespace Base;

Rotation::Rotation()
    : quat {0.0, 0.0, 0.0, 1.0}
    , _axis {0.0, 0.0, 1.0}
    , _angle {0.0}
{}

/** Construct a rotation by rotation axis and angle */
Rotation::Rotation(const Vector3d& axis, const double fAngle)
    : Rotation()
{
    // set to (0,0,1) as fallback in case the passed axis is the null vector
    _axis.Set(0.0, 0.0, 1.0);
    this->setValue(axis, fAngle);
}

Rotation::Rotation(const Matrix4D& matrix)
    : Rotation()
{
    this->setValue(matrix);
}

/** Construct a rotation initialized with the given quaternion components:
 * q[0] = x, q[1] = y, q[2] = z and q[3] = w,
 * where the quaternion is specified by q=w+xi+yj+zk.
 */
Rotation::Rotation(const double q[4])
    : Rotation()
{
    this->setValue(q);
}

/** Construct a rotation initialized with the given quaternion components:
 * q0 = x, q1 = y, q2 = z and q3 = w,
 * where the quaternion is specified by q=w+xi+yj+zk.
 */
Rotation::Rotation(double q0, double q1, double q2, double q3)
    : Rotation()
{
    this->setValue(q0, q1, q2, q3);
}

Rotation::Rotation(const Vector3d& rotateFrom, const Vector3d& rotateTo)
    : Rotation()
{
    this->setValue(rotateFrom, rotateTo);
}

const double* Rotation::getValue() const
{
    return &this->quat[0];
}

void Rotation::getValue(double& q0, double& q1, double& q2, double& q3) const
{
    q0 = this->quat[0];
    q1 = this->quat[1];
    q2 = this->quat[2];
    q3 = this->quat[3];
}

void Rotation::evaluateVector()
{
    // Taken from <http://de.wikipedia.org/wiki/Quaternionen>
    //
    // Note: -1 < w < +1 (|w| == 1 not allowed, with w:=quat[3])
    if ((this->quat[3] > -1.0) && (this->quat[3] < 1.0)) {
        double rfAngle = acos(this->quat[3]) * 2.0;
        double scale = sin(rfAngle / 2.0);
        // Get a normalized vector
        double l = this->_axis.Length();
        if (l < Base::Vector3d::epsilon()) {
            l = 1;
        }
        this->_axis.x = this->quat[0] * l / scale;
        this->_axis.y = this->quat[1] * l / scale;
        this->_axis.z = this->quat[2] * l / scale;

        _angle = rfAngle;
    }
    else {
        _axis.Set(0.0, 0.0, 1.0);
        _angle = 0.0;
    }
}

void Rotation::setValue(double q0, double q1, double q2, double q3)
{
    this->quat[0] = q0;
    this->quat[1] = q1;
    this->quat[2] = q2;
    this->quat[3] = q3;
    this->normalize();
    this->evaluateVector();
}

void Rotation::getValue(Vector3d& axis, double& rfAngle) const
{
    rfAngle = _angle;
    axis.x = _axis.x;
    axis.y = _axis.y;
    axis.z = _axis.z;
    axis.Normalize();
}

void Rotation::getRawValue(Vector3d& axis, double& rfAngle) const
{
    rfAngle = _angle;
    axis.x = _axis.x;
    axis.y = _axis.y;
    axis.z = _axis.z;
}

/**
 * Returns this rotation in form of a matrix.
 */
void Rotation::getValue(Matrix4D& matrix) const
{
    // Taken from <http://de.wikipedia.org/wiki/Quaternionen>
    //
    const double l = sqrt(this->quat[0] * this->quat[0] + this->quat[1] * this->quat[1]
                          + this->quat[2] * this->quat[2] + this->quat[3] * this->quat[3]);
    const double x = this->quat[0] / l;
    const double y = this->quat[1] / l;
    const double z = this->quat[2] / l;
    const double w = this->quat[3] / l;

    matrix[0][0] = 1.0 - 2.0 * (y * y + z * z);
    matrix[0][1] = 2.0 * (x * y - z * w);
    matrix[0][2] = 2.0 * (x * z + y * w);
    matrix[0][3] = 0.0;

    matrix[1][0] = 2.0 * (x * y + z * w);
    matrix[1][1] = 1.0 - 2.0 * (x * x + z * z);
    matrix[1][2] = 2.0 * (y * z - x * w);
    matrix[1][3] = 0.0;

    matrix[2][0] = 2.0 * (x * z - y * w);
    matrix[2][1] = 2.0 * (y * z + x * w);
    matrix[2][2] = 1.0 - 2.0 * (x * x + y * y);
    matrix[2][3] = 0.0;

    matrix[3][0] = 0.0;
    matrix[3][1] = 0.0;
    matrix[3][2] = 0.0;
    matrix[3][3] = 1.0;
}

void Rotation::setValue(const double q[4])
{
    this->quat[0] = q[0];
    this->quat[1] = q[1];
    this->quat[2] = q[2];
    this->quat[3] = q[3];
    this->normalize();
    this->evaluateVector();
}

void Rotation::setValue(const Matrix4D& m)
{
    // Get the rotation part matrix
    Matrix4D mc = m.decompose()[2];
    // Extract quaternion
    double trace = (mc[0][0] + mc[1][1] + mc[2][2]);
    if (trace > 0.0) {
        double s = sqrt(1.0 + trace);
        this->quat[3] = 0.5 * s;
        s = 0.5 / s;
        this->quat[0] = ((mc[2][1] - mc[1][2]) * s);
        this->quat[1] = ((mc[0][2] - mc[2][0]) * s);
        this->quat[2] = ((mc[1][0] - mc[0][1]) * s);
    }
    else {
        // Described in RotationIssues.pdf from <http://www.geometrictools.com>
        //
        // Get the max. element of the trace
        unsigned short i = 0;
        if (mc[1][1] > mc[0][0]) {
            i = 1;
        }
        if (mc[2][2] > mc[i][i]) {
            i = 2;
        }

        unsigned short j = (i + 1) % 3;
        unsigned short k = (i + 2) % 3;

        double s = sqrt((mc[i][i] - (mc[j][j] + mc[k][k])) + 1.0);
        this->quat[i] = s * 0.5;
        s = 0.5 / s;
        this->quat[3] = ((mc[k][j] - mc[j][k]) * s);
        this->quat[j] = ((mc[j][i] + mc[i][j]) * s);
        this->quat[k] = ((mc[k][i] + mc[i][k]) * s);
    }

    this->evaluateVector();
}

void Rotation::setValue(const Vector3d& axis, double fAngle)
{
    // Taken from <http://de.wikipedia.org/wiki/Quaternionen>
    //
    // normalization of the angle to be in [0, 2pi[
    _angle = fAngle;
    double theAngle = fAngle - floor(fAngle / (2.0 * D_PI)) * (2.0 * D_PI);
    this->quat[3] = cos(theAngle / 2.0);

    Vector3d norm = axis;
    norm.Normalize();
    double l = norm.Length();
    // Keep old axis in case the new axis is the null vector
    if (l > 0.5) {
        this->_axis = axis;
    }
    else {
        norm = _axis;
        norm.Normalize();
    }

    double scale = sin(theAngle / 2.0);
    this->quat[0] = norm.x * scale;
    this->quat[1] = norm.y * scale;
    this->quat[2] = norm.z * scale;
}

void Rotation::setValue(const Vector3d& rotateFrom, const Vector3d& rotateTo)
{
    Vector3d u(rotateFrom);
    u.Normalize();
    Vector3d v(rotateTo);
    v.Normalize();

    // The vector from x to is the rotation axis because it's the normal of the plane defined by
    // (0,u,v)
    const double dot = u * v;
    Vector3d w = u % v;
    const double wlen = w.Length();

    if (wlen == 0.0) {  // Parallel vectors
        // Check if they are pointing in the same direction.
        if (dot > 0.0) {
            this->setValue(0.0, 0.0, 0.0, 1.0);
        }
        else {
            // We can use any axis perpendicular to u (and v)
            Vector3d t = u % Vector3d(1.0, 0.0, 0.0);
            if (t.Length() < Base::Vector3d::epsilon()) {
                t = u % Vector3d(0.0, 1.0, 0.0);
            }
            this->setValue(t.x, t.y, t.z, 0.0);
        }
    }
    else {  // Vectors are not parallel
        // Note: A quaternion is not well-defined by specifying a point and its transformed point.
        // Every quaternion with a rotation axis having the same angle to the vectors of both points
        // is okay.
        double angle = acos(dot);
        this->setValue(w, angle);
    }
}

void Rotation::normalize()
{
    double len = sqrt(this->quat[0] * this->quat[0] + this->quat[1] * this->quat[1]
                      + this->quat[2] * this->quat[2] + this->quat[3] * this->quat[3]);
    if (len > 0.0) {
        this->quat[0] /= len;
        this->quat[1] /= len;
        this->quat[2] /= len;
        this->quat[3] /= len;
    }
}

Rotation& Rotation::invert()
{
    this->quat[0] = -this->quat[0];
    this->quat[1] = -this->quat[1];
    this->quat[2] = -this->quat[2];

    this->_axis.x = -this->_axis.x;
    this->_axis.y = -this->_axis.y;
    this->_axis.z = -this->_axis.z;

    return *this;
}

Rotation Rotation::inverse() const
{
    Rotation rot;
    rot.quat[0] = -this->quat[0];
    rot.quat[1] = -this->quat[1];
    rot.quat[2] = -this->quat[2];
    rot.quat[3] = this->quat[3];

    rot._axis[0] = -this->_axis[0];
    rot._axis[1] = -this->_axis[1];
    rot._axis[2] = -this->_axis[2];
    rot._angle = this->_angle;
    return rot;
}

/*!
  Let this rotation be right-multiplied by \a q. Returns reference to
  self.

  \sa multRight()
*/
Rotation& Rotation::operator*=(const Rotation& q)
{
    return multRight(q);
}

Rotation Rotation::operator*(const Rotation& q) const
{
    Rotation quat(*this);
    quat *= q;
    return quat;
}

/*!
  Let this rotation be right-multiplied by \a q. Returns reference to
  self.

  \sa multLeft()
*/
Rotation& Rotation::multRight(const Base::Rotation& q)
{
    // Taken from <http://de.wikipedia.org/wiki/Quaternionen>
    double x0 {};
    double y0 {};
    double z0 {};
    double w0 {};
    this->getValue(x0, y0, z0, w0);

    double x1 {};
    double y1 {};
    double z1 {};
    double w1 {};
    q.getValue(x1, y1, z1, w1);

    this->setValue(w0 * x1 + x0 * w1 + y0 * z1 - z0 * y1,
                   w0 * y1 - x0 * z1 + y0 * w1 + z0 * x1,
                   w0 * z1 + x0 * y1 - y0 * x1 + z0 * w1,
                   w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1);
    return *this;
}

/*!
  Let this rotation be left-multiplied by \a q. Returns reference to
  self.

  \sa multRight()
*/
Rotation& Rotation::multLeft(const Base::Rotation& q)
{
    // Taken from <http://de.wikipedia.org/wiki/Quaternionen>
    double x0 {};
    double y0 {};
    double z0 {};
    double w0 {};
    q.getValue(x0, y0, z0, w0);

    double x1 {};
    double y1 {};
    double z1 {};
    double w1 {};
    this->getValue(x1, y1, z1, w1);

    this->setValue(w0 * x1 + x0 * w1 + y0 * z1 - z0 * y1,
                   w0 * y1 - x0 * z1 + y0 * w1 + z0 * x1,
                   w0 * z1 + x0 * y1 - y0 * x1 + z0 * w1,
                   w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1);
    return *this;
}

bool Rotation::operator==(const Rotation& q) const
{
    return isSame(q);
}

bool Rotation::operator!=(const Rotation& q) const
{
    return !(*this == q);
}

Vector3d Rotation::multVec(const Vector3d& src) const
{
    Vector3d dst;
    multVec(src, dst);
    return dst;
}

void Rotation::multVec(const Vector3d& src, Vector3d& dst) const
{
    double x = this->quat[0];
    double y = this->quat[1];
    double z = this->quat[2];
    double w = this->quat[3];
    double x2 = x * x;
    double y2 = y * y;
    double z2 = z * z;
    double w2 = w * w;

    double dx =
        (x2 + w2 - y2 - z2) * src.x + 2.0 * (x * y - z * w) * src.y + 2.0 * (x * z + y * w) * src.z;
    double dy =
        2.0 * (x * y + z * w) * src.x + (w2 - x2 + y2 - z2) * src.y + 2.0 * (y * z - x * w) * src.z;
    double dz =
        2.0 * (x * z - y * w) * src.x + 2.0 * (x * w + y * z) * src.y + (w2 - x2 - y2 + z2) * src.z;
    dst.x = dx;
    dst.y = dy;
    dst.z = dz;
}

void Rotation::multVec(const Vector3f& src, Vector3f& dst) const
{
    Base::Vector3d srcd = Base::toVector<double>(src);
    multVec(srcd, srcd);
    dst = Base::toVector<float>(srcd);
}

Vector3f Rotation::multVec(const Vector3f& src) const
{
    Vector3f dst;
    multVec(src, dst);
    return dst;
}

void Rotation::scaleAngle(const double scaleFactor)
{
    Vector3d axis;
    double fAngle {};
    this->getValue(axis, fAngle);
    this->setValue(axis, fAngle * scaleFactor);
}

Rotation Rotation::slerp(const Rotation& q0, const Rotation& q1, double t)
{
    // Taken from <http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/>
    if (t < 0.0) {
        t = 0.0;
    }
    else if (t > 1.0) {
        t = 1.0;
    }

    double scale0 = 1.0 - t;
    double scale1 = t;
    double dot = q0.quat[0] * q1.quat[0] + q0.quat[1] * q1.quat[1] + q0.quat[2] * q1.quat[2]
        + q0.quat[3] * q1.quat[3];
    bool neg = false;
    if (dot < 0.0) {
        dot = -dot;
        neg = true;
    }

    if ((1.0 - dot) > Base::Vector3d::epsilon()) {
        double angle = acos(dot);
        double sinangle = sin(angle);
        // If possible calculate spherical interpolation, otherwise use linear interpolation
        if (sinangle > Base::Vector3d::epsilon()) {
            scale0 = double(sin((1.0 - t) * angle)) / sinangle;
            scale1 = double(sin(t * angle)) / sinangle;
        }
    }

    if (neg) {
        scale1 = -scale1;
    }

    double x = scale0 * q0.quat[0] + scale1 * q1.quat[0];
    double y = scale0 * q0.quat[1] + scale1 * q1.quat[1];
    double z = scale0 * q0.quat[2] + scale1 * q1.quat[2];
    double w = scale0 * q0.quat[3] + scale1 * q1.quat[3];
    return {x, y, z, w};
}

Rotation Rotation::identity()
{
    return {0.0, 0.0, 0.0, 1.0};
}

Rotation
Rotation::makeRotationByAxes(Vector3d xdir, Vector3d ydir, Vector3d zdir, const char* priorityOrder)
{
    const double tol = Precision::Confusion();
    enum dirIndex
    {
        X,
        Y,
        Z
    };

    // convert priorityOrder string into a sequence of ints.
    if (strlen(priorityOrder) != 3) {
        THROWM(ValueError, "makeRotationByAxes: length of priorityOrder is not 3");
    }
    int order[3];
    for (int i = 0; i < 3; ++i) {
        order[i] = priorityOrder[i] - 'X';
        if (order[i] < 0 || order[i] > 2) {
            THROWM(ValueError,
                   "makeRotationByAxes: characters in priorityOrder must be uppercase X, Y, or Z. "
                   "Some other character encountered.")
        }
    }

    // ensure every axis is listed in priority list
    if (order[0] == order[1] || order[1] == order[2] || order[2] == order[0]) {
        THROWM(ValueError, "makeRotationByAxes: not all axes are listed in priorityOrder");
    }


    // group up dirs into an array, to access them by indexes stored in @order.
    std::vector<Vector3d*> dirs = {&xdir, &ydir, &zdir};


    auto dropPriority = [&order](int index) {
        int tmp {};
        if (index == 0) {
            tmp = order[0];
            order[0] = order[1];
            order[1] = order[2];
            order[2] = tmp;
        }
        else if (index == 1) {
            tmp = order[1];
            order[1] = order[2];
            order[2] = tmp;
        }  // else if index == 2 do nothing
    };

    // pick up the strict direction
    Vector3d mainDir;
    for (int i = 0; i < 3; ++i) {
        mainDir = *(dirs[size_t(order[0])]);
        if (mainDir.Length() > tol) {
            break;
        }

        dropPriority(0);

        if (i == 2) {
            THROWM(ValueError, "makeRotationByAxes: all directions supplied are zero");
        }
    }
    mainDir.Normalize();

    // pick up the 2nd priority direction, "hint" direction.
    Vector3d hintDir;
    for (int i = 0; i < 2; ++i) {
        hintDir = *(dirs[size_t(order[1])]);
        if ((hintDir.Cross(mainDir)).Length() > tol) {
            break;
        }

        dropPriority(1);

        if (i == 1) {
            hintDir = Vector3d();  // no vector can be used as hint direction. Zero it out, to
                                   // indicate that a guess is needed.
        }
    }
    if (hintDir.Length() == 0.0) {
        switch (order[0]) {
            case X: {  // xdir is main
                // align zdir to OZ
                order[1] = Z;
                order[2] = Y;
                hintDir = Vector3d(0, 0, 1);
                if ((hintDir.Cross(mainDir)).Length() <= tol) {
                    // aligning to OZ is impossible, align to ydir to OY. Why so? I don't know, just
                    // feels right =)
                    hintDir = Vector3d(0, 1, 0);
                    order[1] = Y;
                    order[2] = Z;
                }
            } break;
            case Y: {  // ydir is main
                // align zdir to OZ
                order[1] = Z;
                order[2] = X;
                hintDir = mainDir.z > -tol ? Vector3d(0, 0, 1) : Vector3d(0, 0, -1);
                if ((hintDir.Cross(mainDir)).Length() <= tol) {
                    // aligning zdir to OZ is impossible, align xdir to OX then.
                    hintDir = Vector3d(1, 0, 0);
                    order[1] = X;
                    order[2] = Z;
                }
            } break;
            case Z: {  // zdir is main
                // align ydir to OZ
                order[1] = Y;
                order[2] = X;
                hintDir = Vector3d(0, 0, 1);
                if ((hintDir.Cross(mainDir)).Length() <= tol) {
                    // aligning ydir to OZ is impossible, align xdir to OX then.
                    hintDir = Vector3d(1, 0, 0);
                    order[1] = X;
                    order[2] = Y;
                }
            } break;
        }  // switch ordet[0]
    }

    // ensure every axis is listed in priority list
    assert(order[0] != order[1]);
    assert(order[1] != order[2]);
    assert(order[2] != order[0]);

    hintDir.Normalize();
    // make hintDir perpendicular to mainDir. For that, we cross-product the two to obtain the third
    // axis direction, and then recover back the hint axis by doing another cross product.
    Vector3d lastDir = mainDir.Cross(hintDir);
    lastDir.Normalize();
    hintDir = lastDir.Cross(mainDir);
    hintDir.Normalize();  // redundant?

    Vector3d finaldirs[3];
    finaldirs[order[0]] = mainDir;
    finaldirs[order[1]] = hintDir;
    finaldirs[order[2]] = lastDir;

    // fix handedness
    if (finaldirs[X].Cross(finaldirs[Y]) * finaldirs[Z] < 0.0) {
        // handedness is wrong. Switch the direction of the least important axis
        finaldirs[order[2]] = finaldirs[order[2]] * (-1.0);
    }

    // build the rotation, by constructing a matrix first.
    Matrix4D m;
    m.setToUnity();
    for (int i = 0; i < 3; ++i) {
        // matrix indexing: [row][col]
        m[0][i] = finaldirs[i].x;
        m[1][i] = finaldirs[i].y;
        m[2][i] = finaldirs[i].z;
    }

    return {m};
}

void Rotation::setYawPitchRoll(double y, double p, double r)
{
    // The Euler angles (yaw,pitch,roll) are in XY'Z''-notation
    // convert to radians
    y = (y / 180.0) * D_PI;
    p = (p / 180.0) * D_PI;
    r = (r / 180.0) * D_PI;

    double c1 = cos(y / 2.0);
    double s1 = sin(y / 2.0);
    double c2 = cos(p / 2.0);
    double s2 = sin(p / 2.0);
    double c3 = cos(r / 2.0);
    double s3 = sin(r / 2.0);

    this->setValue(c1 * c2 * s3 - s1 * s2 * c3,
                   c1 * s2 * c3 + s1 * c2 * s3,
                   s1 * c2 * c3 - c1 * s2 * s3,
                   c1 * c2 * c3 + s1 * s2 * s3);
}

void Rotation::getYawPitchRoll(double& y, double& p, double& r) const
{
    double q00 = quat[0] * quat[0];
    double q11 = quat[1] * quat[1];
    double q22 = quat[2] * quat[2];
    double q33 = quat[3] * quat[3];
    double q01 = quat[0] * quat[1];
    double q02 = quat[0] * quat[2];
    double q03 = quat[0] * quat[3];
    double q12 = quat[1] * quat[2];
    double q13 = quat[1] * quat[3];
    double q23 = quat[2] * quat[3];
    double qd2 = 2.0 * (q13 - q02);

    // handle gimbal lock
    if (fabs(qd2 - 1.0) <= 16 * DBL_EPSILON) {  // Tolerance copied from OCC "gp_Quaternion.cxx"
        // north pole
        y = 0.0;
        p = D_PI / 2.0;
        r = 2.0 * atan2(quat[0], quat[3]);
    }
    else if (fabs(qd2 + 1.0)
             <= 16 * DBL_EPSILON) {  // Tolerance copied from OCC "gp_Quaternion.cxx"
        // south pole
        y = 0.0;
        p = -D_PI / 2.0;
        r = 2.0 * atan2(quat[0], quat[3]);
    }
    else {
        y = atan2(2.0 * (q01 + q23), (q00 + q33) - (q11 + q22));
        p = qd2 > 1.0 ? D_PI / 2.0 : (qd2 < -1.0 ? -D_PI / 2.0 : asin(qd2));
        r = atan2(2.0 * (q12 + q03), (q22 + q33) - (q00 + q11));
    }

    // convert to degree
    y = (y / D_PI) * 180;
    p = (p / D_PI) * 180;
    r = (r / D_PI) * 180;
}

bool Rotation::isSame(const Rotation& q) const
{
    // clang-format off
    return ((this->quat[0] ==  q.quat[0] &&
             this->quat[1] ==  q.quat[1] &&
             this->quat[2] ==  q.quat[2] &&
             this->quat[3] ==  q.quat[3]) ||
            (this->quat[0] == -q.quat[0] &&
             this->quat[1] == -q.quat[1] &&
             this->quat[2] == -q.quat[2] &&
             this->quat[3] == -q.quat[3]));
    // clang-format on
}

bool Rotation::isSame(const Rotation& q, double tol) const
{
    // This follows the implementation of Coin3d where the norm
    // (x1-y1)**2 + ... + (x4-y4)**2 is computed.
    // This term can be simplified to
    // 2 - 2*(x1*y1 + ... + x4*y4) so that for the equality we have to check
    // 1 - tol/2 <= x1*y1 + ... + x4*y4
    // This simplification only work if both quats are normalized
    // Is it safe to assume that?
    // Because a quaternion (x1,x2,x3,x4) is equal to (-x1,-x2,-x3,-x4) we use the
    // absolute value of the scalar product
    double dot =
        q.quat[0] * quat[0] + q.quat[1] * quat[1] + q.quat[2] * quat[2] + q.quat[3] * quat[3];
    return fabs(dot) >= 1.0 - tol / 2;
}

bool Rotation::isIdentity() const
{
    return ((this->quat[0] == 0.0 && this->quat[1] == 0.0 && this->quat[2] == 0.0)
            && (this->quat[3] == 1.0 || this->quat[3] == -1.0));
}

bool Rotation::isIdentity(double tol) const
{
    return isSame(Rotation(), tol);
}

bool Rotation::isNull() const
{
    return (this->quat[0] == 0.0 && this->quat[1] == 0.0 && this->quat[2] == 0.0
            && this->quat[3] == 0.0);
}

//=======================================================================
// The following code is borrowed from OCCT gp/gp_Quaternion.cxx

namespace
{  // anonymous namespace
//=======================================================================
// function : translateEulerSequence
// purpose  :
// Code supporting conversion between quaternion and generalized
// Euler angles (sequence of three rotations) is based on
// algorithm by Ken Shoemake, published in Graphics Gems IV, p. 222-22
// http://tog.acm.org/resources/GraphicsGems/gemsiv/euler_angle/EulerAngles.c
//=======================================================================

struct EulerSequence_Parameters
{
    int i;             // first rotation axis
    int j;             // next axis of rotation
    int k;             // third axis
    bool isOdd;        // true if order of two first rotation axes is odd permutation, e.g. XZ
    bool isTwoAxes;    // true if third rotation is about the same axis as first
    bool isExtrinsic;  // true if rotations are made around fixed axes

    EulerSequence_Parameters(int theAx1, bool theisOdd, bool theisTwoAxes, bool theisExtrinsic)
        : i(theAx1)
        , j(1 + (theAx1 + (theisOdd ? 1 : 0)) % 3)
        , k(1 + (theAx1 + (theisOdd ? 0 : 1)) % 3)
        , isOdd(theisOdd)
        , isTwoAxes(theisTwoAxes)
        , isExtrinsic(theisExtrinsic)
    {}
};

EulerSequence_Parameters translateEulerSequence(const Rotation::EulerSequence theSeq)
{
    const bool F = false;
    const bool T = true;

    switch (theSeq) {
        case Rotation::Extrinsic_XYZ:
            return {1, F, F, T};
        case Rotation::Extrinsic_XZY:
            return {1, T, F, T};
        case Rotation::Extrinsic_YZX:
            return {2, F, F, T};
        case Rotation::Extrinsic_YXZ:
            return {2, T, F, T};
        case Rotation::Extrinsic_ZXY:
            return {3, F, F, T};
        case Rotation::Extrinsic_ZYX:
            return {3, T, F, T};

        // Conversion of intrinsic angles is made by the same code as for extrinsic,
        // using equivalence rule: intrinsic rotation is equivalent to extrinsic
        // rotation by the same angles but with inverted order of elemental rotations.
        // Swapping of angles (Alpha <-> Gamma) is done inside conversion procedure;
        // sequence of axes is inverted by setting appropriate parameters here.
        // Note that proper Euler angles (last block below) are symmetric for sequence of axes.
        case Rotation::Intrinsic_XYZ:
            return {3, T, F, F};
        case Rotation::Intrinsic_XZY:
            return {2, F, F, F};
        case Rotation::Intrinsic_YZX:
            return {1, T, F, F};
        case Rotation::Intrinsic_YXZ:
            return {3, F, F, F};
        case Rotation::Intrinsic_ZXY:
            return {2, T, F, F};
        case Rotation::Intrinsic_ZYX:
            return {1, F, F, F};

        case Rotation::Extrinsic_XYX:
            return {1, F, T, T};
        case Rotation::Extrinsic_XZX:
            return {1, T, T, T};
        case Rotation::Extrinsic_YZY:
            return {2, F, T, T};
        case Rotation::Extrinsic_YXY:
            return {2, T, T, T};
        case Rotation::Extrinsic_ZXZ:
            return {3, F, T, T};
        case Rotation::Extrinsic_ZYZ:
            return {3, T, T, T};

        case Rotation::Intrinsic_XYX:
            return {1, F, T, F};
        case Rotation::Intrinsic_XZX:
            return {1, T, T, F};
        case Rotation::Intrinsic_YZY:
            return {2, F, T, F};
        case Rotation::Intrinsic_YXY:
            return {2, T, T, F};
        case Rotation::Intrinsic_ZXZ:
            return {3, F, T, F};
        case Rotation::Intrinsic_ZYZ:
            return {3, T, T, F};

        default:
        case Rotation::EulerAngles:
            return {3, F, T, F};  // = Intrinsic_ZXZ
        case Rotation::YawPitchRoll:
            return {1, F, F, F};  // = Intrinsic_ZYX
    };
}

class Mat: public Base::Matrix4D
{
public:
    double operator()(int i, int j) const
    {
        return this->operator[](i - 1)[j - 1];
    }
    double& operator()(int i, int j)
    {
        return this->operator[](i - 1)[j - 1];
    }
};

const char* EulerSequenceNames[] = {
    //! Classic Euler angles, alias to Intrinsic_ZXZ
    "Euler",

    //! Yaw Pitch Roll (or nautical) angles, alias to Intrinsic_ZYX
    "YawPitchRoll",

    // Tait-Bryan angles (using three different axes)
    "XYZ",
    "XZY",
    "YZX",
    "YXZ",
    "ZXY",
    "ZYX",

    "IXYZ",
    "IXZY",
    "IYZX",
    "IYXZ",
    "IZXY",
    "IZYX",

    // Proper Euler angles (using two different axes, first and third the same)
    "XYX",
    "XZX",
    "YZY",
    "YXY",
    "ZYZ",
    "ZXZ",

    "IXYX",
    "IXZX",
    "IYZY",
    "IYXY",
    "IZXZ",
    "IZYZ",
};

}  // anonymous namespace

const char* Rotation::eulerSequenceName(EulerSequence seq)
{
    if (seq == Invalid || seq >= EulerSequenceLast) {
        return nullptr;
    }
    return EulerSequenceNames[seq - 1];
}

Rotation::EulerSequence Rotation::eulerSequenceFromName(const char* name)
{
    if (name) {
        for (unsigned i = 0; i < sizeof(EulerSequenceNames) / sizeof(EulerSequenceNames[0]); ++i) {
            if (boost::iequals(name, EulerSequenceNames[i])) {
                return static_cast<EulerSequence>(i + 1);
            }
        }
    }
    return Invalid;
}

void Rotation::setEulerAngles(EulerSequence theOrder,
                              double theAlpha,
                              double theBeta,
                              double theGamma)
{
    if (theOrder == Invalid || theOrder >= EulerSequenceLast) {
        throw Base::ValueError("invalid euler sequence");
    }

    EulerSequence_Parameters o = translateEulerSequence(theOrder);

    theAlpha *= D_PI / 180.0;
    theBeta *= D_PI / 180.0;
    theGamma *= D_PI / 180.0;

    double a = theAlpha;
    double b = theBeta;
    double c = theGamma;
    if (!o.isExtrinsic) {
        std::swap(a, c);
    }

    if (o.isOdd) {
        b = -b;
    }

    double ti = 0.5 * a;
    double tj = 0.5 * b;
    double th = 0.5 * c;
    double ci = cos(ti);
    double cj = cos(tj);
    double ch = cos(th);
    double si = sin(ti);
    double sj = sin(tj);
    double sh = sin(th);
    double cc = ci * ch;
    double cs = ci * sh;
    double sc = si * ch;
    double ss = si * sh;

    double values[4];  // w, x, y, z
    if (o.isTwoAxes) {
        values[o.i] = cj * (cs + sc);
        values[o.j] = sj * (cc + ss);
        values[o.k] = sj * (cs - sc);
        values[0] = cj * (cc - ss);
    }
    else {
        values[o.i] = cj * sc - sj * cs;
        values[o.j] = cj * ss + sj * cc;
        values[o.k] = cj * cs - sj * sc;
        values[0] = cj * cc + sj * ss;
    }
    if (o.isOdd) {
        values[o.j] = -values[o.j];
    }

    quat[0] = values[1];
    quat[1] = values[2];
    quat[2] = values[3];
    quat[3] = values[0];
    this->evaluateVector();
}

void Rotation::getEulerAngles(EulerSequence theOrder,
                              double& theAlpha,
                              double& theBeta,
                              double& theGamma) const
{
    Mat M;
    getValue(M);

    EulerSequence_Parameters o = translateEulerSequence(theOrder);
    if (o.isTwoAxes) {
        double sy = sqrt(M(o.i, o.j) * M(o.i, o.j) + M(o.i, o.k) * M(o.i, o.k));
        if (sy > 16 * DBL_EPSILON) {
            theAlpha = atan2(M(o.i, o.j), M(o.i, o.k));
            theGamma = atan2(M(o.j, o.i), -M(o.k, o.i));
        }
        else {
            theAlpha = atan2(-M(o.j, o.k), M(o.j, o.j));
            theGamma = 0.;
        }
        theBeta = atan2(sy, M(o.i, o.i));
    }
    else {
        double cy = sqrt(M(o.i, o.i) * M(o.i, o.i) + M(o.j, o.i) * M(o.j, o.i));
        if (cy > 16 * DBL_EPSILON) {
            theAlpha = atan2(M(o.k, o.j), M(o.k, o.k));
            theGamma = atan2(M(o.j, o.i), M(o.i, o.i));
        }
        else {
            theAlpha = atan2(-M(o.j, o.k), M(o.j, o.j));
            theGamma = 0.;
        }
        theBeta = atan2(-M(o.k, o.i), cy);
    }
    if (o.isOdd) {
        theAlpha = -theAlpha;
        theBeta = -theBeta;
        theGamma = -theGamma;
    }
    if (!o.isExtrinsic) {
        double aFirst = theAlpha;
        theAlpha = theGamma;
        theGamma = aFirst;
    }

    theAlpha *= 180.0 / D_PI;
    theBeta *= 180.0 / D_PI;
    theGamma *= 180.0 / D_PI;
}
